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About Antek

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    Cafe Ronin

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  1. Okay, I found out what I was doing wrong - super rookie mistake, I haven't set the Digits to 6 in my VDB Volume window!
  2. Hey man! I hope you're well - have you discovered a solution? I have a very similar issue, but instead, when I import the VDB volume, the fist frame appears in my Octane Live Viewer, and as soon as I change the Start and End values (from 1 to 120 like my amount of cached frames), I have a message "VDB: Not found!" and my volume disappears from Live Viewer. No idea what could be causing that! Thanks for your time!
  3. The command worked like a dream, no clue how I forgot about that - jumping between 5 types of software makes me forget things :). Appreciate your help!
  4. Hey, I have one more question regarding the animation - I made a separate topic as I thought it's a completely different issue. It's probably simple to solve, but I'm having a bit of a tricky situation with adding socks to a character with skin, weights and animation. What I've done is positioning them correctly as the character is still in the A-pose, added a skin as a child and switched it to "Include: socks" and then added a weight tag, dragged the joints affecting the socks and set the bind pose. Unfortunately, they still stay in the same spot. Is there any step I could've missed? Constraint tag won't work as there's a bit of flexible movement with the feet. Thanks!
  5. Thanks a lot - for now I found an alternative solution and simply added fabrics in Marvelous as chains! Best and thanks for your time
  6. Hey, Thanks a lot for your reply - it seems like I tried a lot of different things and it only works partially right, but falls out shortly after - the animation is also quite long and complex which doesn't make things easier when my viewport turns into a slideshow instead of smooth preview. The chain consisted of smaller parts which seemed to be getting tangled/confused with complex movements. Is there any other smart way/technique to make a rapper chain/simple jewellery that'd hang from the neck and move with the character? Thanks for your help!
  7. Hey guys, I'm writing to ask about possible solutions to a problem I have - I have an animated character with animated clothes from Marvelous (imported as alembic). The character is dancing/moving etc. I want to put a simple chain on its neck. I created the chain with cloner, circle for overall 'path', step, rigid body tag set to Moving Mesh. I had to play with some settings for the chain to stay in one piece, but eventually got there. The animation starts quite sharply with the character going from A pose to laying on the floor - the chain can't keep up with the character movement and despite the elements staying together, they just go through the character when the speed is high. At the beginning it seems to be staying on fine). Is there any way of improving the interactions between the character and the chain to make sure that even when the movement is sharp, the chain doesnt fall through character? The "person" is of a natural size (1.8m). I know that for a clear answer more details would be needed - if anyone is willing to help or have a look at it, I'm more than happy to DM a file (I'd rather not put it in public, hope it's understandable guys!). If the problem is solved I'm also happy to come back here and explain what was wrong! Thanks for your time.
  8. Hey guys! Thanks a lot, I will look into it - this seems to be the right tool for me!
  9. Hey, I hope everyone is well - I have a question about more controlled animation in C4D. I have a model of a lamp and I want to make it bend and twist precisely as it is in a reference image. Creating and animating a goal unfortunately doesn't seem to be precise enough - it can be animated nice and smooth but doesn't give a proper control over the shape. On the other hand, when the specific joint are being moved, the model goes a bit bonkers and moves all over the place. Is there a smart, simple way where this could be made in perfect alignment with the reference (please see the image) using joints? Any suggestions would be much appreciated! Thank you
  10. Hey guys, Hope everyone reading this is doing well - just a quick question regarding a modelling technique that I've noticed in a Maya tutorial, I will drop a link at the bottom. I'm talking about 5:13 specifically, where we can see the modeller creating points and polygons that are snapped to the top of another object's surface as a separate object - how can this be achieved in C4D? Does it have anything to do with the Polygon Pen or Surface Deformer? Thanks for your time.
  11. Amazing, I will do my research and practice based on what you said. Very much appreciated!
  12. Just started trying out Zremesher and it works wonders!
  13. Thanks a lot for your reply - it clears a lot of things up. I will probably try to change some of my habits to what you suggested. I will also have a proper look at Unfold3D. And also Zremesher - I'm trying to digest a lot of new information quickly, as I only started trying ZBrush out about a week ago, but I will now have a look at some videos and tutorials for that feature. Great help, much appreciated
  14. Hey guys, I have seen that someone posted a similar question not long ago, but I thought I will describe my workflow and ask how it could be improved - I definitely still need to work on my UV mapping and texturing techniques. 1. I model in C4D 2. Any additional details/sculpting/refinements in ZBrush 3. UV mapping in 3D Coat - here's probably my biggest mistake as I most usually attempt to unwrap high poly models. If I go through retopology and bring the complexity of the model down, won't the textures get slightly stretched when I pump them a few subdivisions up again? Is there any smart way to "stitch" the UV islands and have a fairly clean layout for texturing? I have seen some amazing, clean wireframes but other than moving mine close to one another, I haven't figured out how to make such clean maps. 4. Everything back to C4D and after the textures have been prepared, I render it out in Octane Currently I'm working on a model of a shoe and I got a bit stuck - even though I did my best to make the mesh as good as possible, when I throw it into Instant Meshes, it gets messy and loses some polygons in one spot which probably means I have to re-model that bit. Nevertheless, here's how I've been working so far, so any advice/suggestions would be very welcome. Thanks for your time
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